Tarkor

A narrative RPG where the world moves on even when you stop.

A text-based role-playing game with a local AI as game master, in a pocket world where factions, wildlife and your kingdom live on their own. You write what you do, the engine resolves it with visible dice rolls and a narrator tells the story.

You write what your character does, as at a tabletop game. The engine decides what happens with visible dice rolls and a narrator built on local language models tells it. Meanwhile the world goes on: factions trade, hunt and wage war, rumours travel from region to region, characters remember what you did to them and your kingdom grows generation after generation.

You play Gorhorn, the last survivor of the Maktor Clan, in Berig: a continent with no humans and fewer than ten thousand souls, where every death leaves a scar. Underneath runs a simulation with deterministic, testable rules; on top, an AI that only narrates what has already happened. Everything is recorded in a Book of Events with its cause, and from it come rumours, legends and consequences that arrive days later.

Today Tarkor is in alpha: the Red Wind Plains are the playable region and milestone 0.3 “Deep kingdom” is in a play-testing round. The rest of Berig will arrive region by region, and the beta will bring the public installer for Windows and Linux, with the Steam Deck as the performance target.

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